<!-- Any copyright is dedicated to the Public Domain.
   - http://creativecommons.org/publicdomain/zero/1.0/ -->
<!DOCTYPE HTML>
<html>
<head>
  <title>Test gamepad</title>
  <script type="text/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
  <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" />
</head>
<body>
<script type="text/javascript" src="mock_gamepad.js"></script>
<script class="testbody" type="text/javascript">
SimpleTest.waitForExplicitFinish();
// Due to gamepad being a polling API instead of event driven, test ordering
// ends up being a little weird in order to deal with e10s. Calls to
// GamepadService are async across processes, so we'll need to make sure
// we account for timing before checking values.
window.addEventListener("gamepadconnected", connecthandler);
var index;
var testNum = 0;

window.addEventListener("gamepadbuttondown", () => {
  SpecialPowers.executeSoon(buttontest1);
});

window.addEventListener("gamepadbuttonup", () => {
  SpecialPowers.executeSoon(buttontest2);
});

runGamepadTest(startTest);

function startTest() {
  // Add a gamepad
  GamepadService.addGamepad("test gamepad", // id
                     GamepadService.standardMapping,
                     4,
                     2).then(function(i) {
                       index = i;
                       // Simulate button events on the gamepad we added
                       GamepadService.newButtonEvent(index, 0, true);
                     });
}

function connecthandler(e) {
  ok(e.gamepad.timestamp <= performance.now(),
     "gamepad.timestamp should less than or equal to performance.now()");
  is(e.gamepad.index, 0, "correct gamepad index");
  is(e.gamepad.id, "test gamepad", "correct gamepad name");
  is(e.gamepad.mapping, "standard", "standard mapping");
  is(e.gamepad.buttons.length, 4, "correct number of buttons");
  is(e.gamepad.axes.length, 2, "correct number of axes");
}

function buttontest1() {
  var gamepads = navigator.getGamepads();
  is(gamepads[0].buttons[0].pressed, true, "gamepad button should register as pressed");
  GamepadService.newButtonValueEvent(index, 1, true, 0.5);
}

function buttontest2() {
  var gamepads = navigator.getGamepads();
  is(gamepads[0].buttons[1].pressed, true, "gamepad button should register as pressed");
  is(gamepads[0].buttons[1].value, 0.5, "gamepad button value should be 0.5");
  GamepadService.removeGamepad(index);
  SimpleTest.finish();
}

</script>
</body>
</html>

